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You Die
- Kylaila
- 03/11/2016 11:54 AM
- 749 views
Noone has to die is a text-based game involving a few minor puzzles as you progress the story. It is splendid in creating a tense atmosphere, intriguing story and characters for the little while it lasts.
You start off as a stranger in an office environment, where a fire has broken out. You need to help guide the remaining workers towards safety - if possible. You stumbled into a security booth, and can only interact with them from a remote location. It changes between online chat-interactions and puzzles.
To procceed you access little puzzles where you need to interact with doors, and levers to keep the fire from reaching people, by either blocking the way with fire doors, or filling the room with water. If water or fire reaches a person, they die. It is a fun little side-game with a great visual reflection of what is going on, and while it lacks much of an interactive tutorial, it is very intuitive and easy to pick up.
It is kept to a very small scale, however, and has little to offer in terms of puzzle charm despite the great assets - and I think that is okay, because the main effort of them is to create an atmosphere where you see the result of your actions looming over you.
You cannot save everyone. You need to sacrifice person after person for another person to survive - and this puzzle-layout is a great representation without being too gruesome or gory. It also amplifies the disconnect of you not being actively there - you are in a safe room, looking over the simulation on a screen.
You will see the result before you, with characters reacting to what you did, wondering why you did what you did.
So one layer of the story is the interaction between you and the characters - pleading for their life, and trying to get to safety. You are voiced as well, and very reasonably so, stumbling into a horrible situation no matter how you look at it.
The other layer is about the relationship between the characters, and the office life. There is more to their work than is let on, as becomes soon apparant, and towards the end you will find out what and why, which ties perfectly into how you experienced the story.
One person after another, you will find out more about what is going on, or why it is going on. Until you have the full picture.
There area few minor gripes, the mystery of why the security people are as they are, for example, or the fact that you have codes spread all over the place in order to unlock fire doors. Why would you look away fire doors that are meant to protect people in the case of an emergency like so? To have codes for the general console, okay, but for such a thing it seems quite arbitrary.
Other than that, however, I really enjoyed the simple aesthetics, the spot-on music and sound, as well as the characters by themselves. I got to like them all a lot in their own ways, and I found they all have a lot of personality.
It is a focused and short experience, but an excellent one. I really recommend giving this a go!
You start off as a stranger in an office environment, where a fire has broken out. You need to help guide the remaining workers towards safety - if possible. You stumbled into a security booth, and can only interact with them from a remote location. It changes between online chat-interactions and puzzles.
To procceed you access little puzzles where you need to interact with doors, and levers to keep the fire from reaching people, by either blocking the way with fire doors, or filling the room with water. If water or fire reaches a person, they die. It is a fun little side-game with a great visual reflection of what is going on, and while it lacks much of an interactive tutorial, it is very intuitive and easy to pick up.
It is kept to a very small scale, however, and has little to offer in terms of puzzle charm despite the great assets - and I think that is okay, because the main effort of them is to create an atmosphere where you see the result of your actions looming over you.
You cannot save everyone. You need to sacrifice person after person for another person to survive - and this puzzle-layout is a great representation without being too gruesome or gory. It also amplifies the disconnect of you not being actively there - you are in a safe room, looking over the simulation on a screen.
You will see the result before you, with characters reacting to what you did, wondering why you did what you did.
So one layer of the story is the interaction between you and the characters - pleading for their life, and trying to get to safety. You are voiced as well, and very reasonably so, stumbling into a horrible situation no matter how you look at it.
The other layer is about the relationship between the characters, and the office life. There is more to their work than is let on, as becomes soon apparant, and towards the end you will find out what and why, which ties perfectly into how you experienced the story.
One person after another, you will find out more about what is going on, or why it is going on. Until you have the full picture.
There area few minor gripes, the mystery of why the security people are as they are, for example, or the fact that you have codes spread all over the place in order to unlock fire doors. Why would you look away fire doors that are meant to protect people in the case of an emergency like so? To have codes for the general console, okay, but for such a thing it seems quite arbitrary.
Other than that, however, I really enjoyed the simple aesthetics, the spot-on music and sound, as well as the characters by themselves. I got to like them all a lot in their own ways, and I found they all have a lot of personality.
It is a focused and short experience, but an excellent one. I really recommend giving this a go!